[osg-users] Animation problem

2015-08-28 Thread Julie Green
Hi, Can't figure out what is the problem. I'm trying to modify geometry depending on time. But I'm getting an exception "std::__non_rtti_object at memory location.." or application triggers a breakpoint. Code: void SurfaceCalculationThread::run() { while (!done) reCalcul

Re: [osg-users] Animation Path --- Animation Control keep current frame

2013-08-02 Thread Robert Osfield
Hi Jose, The time value used in the animation will be (SimulationTime-Offset)*Multiplier, so if you change the Multipler and want the position for the current SimilationTime to stay the same you'll need to adjust the Offset, the maths will be: (SimulationTime-OffsetCurrent)*MultipleCurrent = (Si

[osg-users] Animation Path --- Animation Control keep current frame

2013-07-31 Thread Jose Manuel Monsalve Diaz
Hi, :D I want to create some control buttons for the animationPath. I've been trying with the Time offset and time multiplier, but i can't understand how these values actually work. Now, i'm able to speed up and play backwards the animation. The problem is when i change the multiplier, the curr

Re: [osg-users] animation on android

2013-04-16 Thread Jan Ciger
On Tue, Apr 16, 2013 at 1:29 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Jan, > > that's nice you have it working. Well, with your help I have a demo > running on the phone as well :) But, the requirements just grow and I > am to stress and test other features (like a

Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
lol ..:) ... Let first wait then for something stable where I can run with models, animations, with picking. Then I will share my findings in a public document. Nick On Tue, Apr 16, 2013 at 1:57 PM, Jordi Torres wrote: > > > > 2013/4/16 Trajce Nikolov NICK > >> Hi Jordi, >> >> thanks for the o

Re: [osg-users] animation on android

2013-04-16 Thread Jordi Torres
2013/4/16 Trajce Nikolov NICK > Hi Jordi, > > thanks for the offers :) .. But at the moment I still don't feel confident > to publish it officially :/ What I did I wrote just about every > finding so far in my email conversation with Jan and you. Let wait then for > the merge, I don't think

Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jordi, thanks for the offers :) .. But at the moment I still don't feel confident to publish it officially :/ What I did I wrote just about every finding so far in my email conversation with Jan and you. Let wait then for the merge, I don't think I can do it - the mergal. I might come up

Re: [osg-users] animation on android

2013-04-16 Thread Jordi Torres
Hi Nick, 2013/4/16 Trajce Nikolov NICK > Hi Jan, > > that's nice you have it working. Well, with your help I have a demo > running on the phone as well :) But, the requirements just grow and I > am to stress and test other features (like animation, picking etc ...) due > to the project scop

Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jan, that's nice you have it working. Well, with your help I have a demo running on the phone as well :) But, the requirements just grow and I am to stress and test other features (like animation, picking etc ...) due to the project scope. That's where the benefits from the community come

Re: [osg-users] animation on android

2013-04-16 Thread Jan Ciger
On Tue, Apr 16, 2013 at 12:11 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Jan, > > what version of osg are you using? I am finding the later versions are not > that 'user friendly' to android? All the time with some issues. And seam > you went far with osg on android based

Re: [osg-users] animation on android

2013-04-16 Thread Jan Ciger
On Tue, Apr 16, 2013 at 11:57 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > I found the conversation in the archive. I do have support for > osgAnimation. Here is the listing. Also, you have mentioned use of osg2. > What is this plugin for? The osg2 plugin enables support for

Re: [osg-users] animation on android

2013-04-16 Thread Jordi Torres
Hi Nick and Robert, There is a pending submission about static initialization not merged yet. This is the cause of the crash in the trunk version. Cheers. 2013/4/16 Trajce Nikolov NICK > Hi Robert, > > I am up to date with the trunk but stucked with 3.1.3. I was experiencing > crashes on andr

Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Robert, I am up to date with the trunk but stucked with 3.1.3. I was experiencing crashes on android, was not able to run it, no bluish screen, no nothing :/ Thanks Nick On Tue, Apr 16, 2013 at 12:26 PM, Robert Osfield wrote: > On 16 April 2013 11:11, Trajce Nikolov NICK > wrote: > >> wha

Re: [osg-users] animation on android

2013-04-16 Thread Robert Osfield
On 16 April 2013 11:11, Trajce Nikolov NICK wrote: > what version of osg are you using? I am finding the later versions are not > that 'user friendly' to android? All the time with some issues. And seam > you went far with osg on android based on your emails > svn/trunk has several fixes for Andr

Re: [osg-users] animation on android

2013-04-16 Thread Robert Osfield
Hi Nick, On 16 April 2013 10:57, Trajce Nikolov NICK wrote: > I found the conversation in the archive. I do have support for > osgAnimation. Here is the listing. Also, you have mentioned use of osg2. > What is this plugin for? > osg2 is for the new serializers that support the .osgb (binary), .o

Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jan, what version of osg are you using? I am finding the later versions are not that 'user friendly' to android? All the time with some issues. And seam you went far with osg on android based on your emails Thanks Nick On Tue, Apr 16, 2013 at 11:57 AM, Trajce Nikolov NICK < trajce.nikolov.n

Re: [osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Jan, I found the conversation in the archive. I do have support for osgAnimation. Here is the listing. Also, you have mentioned use of osg2. What is this plugin for? //Static plugins Macro USE_OSGPLUGIN(ive) USE_OSGPLUGIN(osg) USE_OSGPLUGIN(osg2) USE_OSGPLUGIN(terrain) USE_OSGPLUGIN(rgb) USE_O

Re: [osg-users] animation on android

2013-04-16 Thread Jan Ciger
On Tue, Apr 16, 2013 at 9:52 AM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > I have done the first steps with the android development (thanks to you as > well). Now I am facing problem with animations. I have exported animated > model from Blender and for some r

[osg-users] animation on android

2013-04-16 Thread Trajce Nikolov NICK
Hi Community, I have done the first steps with the android development (thanks to you as well). Now I am facing problem with animations. I have exported animated model from Blender and for some reason (as obvious :) ...) the model is not displayed on the android, it works ok with osganimationviewe

Re: [osg-users] Animation control with AnimationPathCallback

2013-03-25 Thread Sergey Polischuk
Hi i think for fine-grained control it's better to write your own callback for controlling animation, and query interpolated matrices from animation path at desired position Cheers. 25.03.2013, 15:44, "Joseph Sahexmeier" : > Hi, > > I have loaded a model with animation frames on it. I have tra

[osg-users] Animation control with AnimationPathCallback

2013-03-25 Thread Joseph Sahexmeier
Hi, I have loaded a model with animation frames on it. I have traversed the model’s graph and gotten the AnimationPathCallbacks. So far, I have been able to pause and speed up/down the animation of the object. But, the models first frame is a special position that should only be shown under sp

Re: [osg-users] Animation of shared model

2012-08-18 Thread Thilo Weigel
Hi Sergey, Ok, thanks. I'll do that. Cheers, Thilo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49323#49323 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegra

Re: [osg-users] Animation of shared model

2012-08-17 Thread Sergey Polischuk
Hi I checked osgAnimation sources, and it looks like what you want can be done that easy. Animation calculation happens in update traversal, and directly changes RigGeometry vertex data, so with shared rig geometry all instances will look same. So i believe you need at least to create different

Re: [osg-users] Animation of shared model

2012-08-17 Thread Thilo Weigel
Hi Sergey, I removed the animation manager from the original model: model->removeUpdateCallback(model->getUpdateCallback()); and created a new animation manager with clones of the original animations: osg::ref_ptr < osgAnimation::BasicAnimationManager > manager = new osgAnimation::BasicAnimationM

Re: [osg-users] Animation of shared model

2012-08-17 Thread Sergey Polischuk
Hi your transforms(with animation managers) contain original model, which itself have another animation manager, you should move it out so get original animation manager and keep it, while removing it from original model, then add copy of it to your transforms. If it dont work out well - try to

Re: [osg-users] Animation of shared model

2012-08-17 Thread Thilo Weigel
Hi Sergey, Thanks for your advice! Unfortunately I'm not sure if I completely understood your solution. Would you mind to help me a little bit further? Suppose I retrieved the model and the animation manager as follows: osg::ref_ptr< osg::Node > model = osgDB::readNodeFile("nathan.osg"); osgAnim

Re: [osg-users] Animation of shared model

2012-08-16 Thread Sergey Polischuk
Hi, Thilo. I believe you can achieve this by creating new top-nodes of animated model (nodes which contain animation manager callback), sharing model itself, and attaching new animation managers to them (sharing existing animations). Cheers, Sergey. 16.08.2012, 01:01, "Thilo Weigel" : > Hi, >

[osg-users] Animation of shared model

2012-08-15 Thread Thilo Weigel
Hi, I'd like to place several instances of the same model in a scene and play the model's animation individually on each instance - just like having several nathans standing around and letting each one scratch his head asynchronously to the others. The model is loaded once and assigned to a o

Re: [osg-users] animation on HUD geomtries

2012-07-31 Thread Stephan Huber
Hi, I think you made a mistake when setting up the scenegraph. Add updateText to your pat, and add the pat to your hud. HTH, Stephan Am 31.07.12 22:10, schrieb Yonas Sahlemariam: > Hi, > > I was wondering if somebody made animation on HUD. > > basically, I am modifying osgpick example trying

[osg-users] animation on HUD geomtries

2012-07-31 Thread Yonas Sahlemariam
Hi, I was wondering if somebody made animation on HUD. basically, I am modifying osgpick example trying to animate the 5 geometries rendered as HUD. I am using PositionAttitudeTransform, but all I got is the static geometries. Is it impossible to animate 2D nodes rendered as HUD, please hint

Re: [osg-users] animation from one projection type to the other one

2012-02-29 Thread Guy
ent to one. From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gianluca Natale Sent: Wednesday, February 29, 2012 7:16 PM To: Osg Users Subject: [osg-users] animation from one projection type to the other one Hi all, I'm tryi

[osg-users] animation from one projection type to the other one

2012-02-29 Thread Gianluca Natale
Hi all, I'm trying to implement an animation from a perspective projection to an orthographic one. What I'm computing at each step is a weighted linear combination of 2 projection matrices (the start, that refers to a perspective projection, and the end, which is an orthographic projection). So,

Re: [osg-users] Animation Embedded in an Object

2011-06-27 Thread John Farrier
[quote="hybr"]check all update callbacks on nodes in path, they must call traverse(osg::Node*, osg::NodeVisitor*) inside operator()(osg::Node*, osg::NodeVisitor*) to continue traversal on graph downwards. [quote] That was the problem. One of my NodeCallback classes was not calling traverse.

Re: [osg-users] Animation Embedded in an Object

2011-06-27 Thread Sergey Polischuk
Hi, John By default calling viewer::frame updates simulation time. My best bet in this situation is that update traversal dont get to animation path callback on your model. Check nodepath from your model to scene root, and check all update callbacks on nodes in path, they must call traverse(osg

Re: [osg-users] Animation Embedded in an Object

2011-06-27 Thread John Farrier
Hi, I've been looking at this without any progress. Any ideas on how to debug this from my application or is there a way to ensure that the animation gets advanced? Thank you! Cheers, John -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40926#4

[osg-users] Animation Embedded in an Object

2011-06-24 Thread John Farrier
Hi, I have an object with an embedded animation. The original was a .LWS / .LWO object that I converted to a .IVE file. When I open the .IVE with osgViewer, the animation works just fine. In my application, however, there is no animation (the object displays just fine.) Because the applicat

Re: [osg-users] Animation Morphing

2011-05-01 Thread george papagiannakis
Hi Anastasia, Note that osgAnimation::RigGeometry is different from osg::Geometry class. Better do the morph with the Geometry classes and the new morphed one used it as input for a RigGeometry class... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.ph

Re: [osg-users] Animation Morphing

2011-04-29 Thread Anastasia Papas
Hi Cedric, Once again thank you for taking the time to look into my issue!! To be honest I don't really understand what you are saying :-/ Is there any related tutorial or example so that I can take an idea? Thanks again!! Anastasia -- Read this topic online here: http://forum.

Re: [osg-users] Animation Morphing

2011-04-29 Thread Cedric Pinson
Hi, The example you have taken works with only one geometry inside the file. The visitor 'getShape' return the first geometry and in your file it returns a RigGeometry. Morphing 2 RigGeometry has not been tested, and I am not sure you want really want to do that. What I would do is the opposite way

Re: [osg-users] Animation Morphing

2011-04-29 Thread Anastasia Papas
Dear Cedric, Thank you very much for helping me!! The code is exactly as the original, only change is the file names! But I am attaching it anyway! Also I forgot to mention, the number of vertices is exactly the same for both files, as well as the number of drawables and so on, at least accord

Re: [osg-users] Animation Morphing

2011-04-29 Thread Cedric Pinson
Hi, I can have a try, but I would need the sample code and data to test it. Cedric On Fri, 2011-04-29 at 16:45 +0200, Anastasia Papas wrote: > Dear Cedric, > > First of all thank you for the direct response!! > > The message I receive is this: > > Unhandled exception at 0x7c812afb in Template.

Re: [osg-users] Animation Morphing

2011-04-29 Thread Anastasia Papas
Dear Cedric, First of all thank you for the direct response!! The message I receive is this: Unhandled exception at 0x7c812afb in Template.exe: Microsoft C++ exception: std::bad_cast at memory location 0x0012f650.. And it crashes at the: Geode.cpp at the function: BoundingSphere Geod

Re: [osg-users] Animation Morphing

2011-04-29 Thread Anastasia Papas
and the stack trace: kernel32.dll!7c812afb() [Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll] kernel32.dll!7c812afb() > osg73-osgd.dll!osg::Geode::computeBound() Line 192 + 0x16 bytes > C++ os

Re: [osg-users] Animation Morphing

2011-04-29 Thread Cedric Pinson
Hi, Do you have the stack trace where it crashes ? Cedric On Fri, 2011-04-29 at 16:23 +0200, Anastasia Papas wrote: > Hello! > > I am trying amimation morphing in OSG, and I found this example: > > http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osganimationmorp

[osg-users] Animation Morphing

2011-04-29 Thread Anastasia Papas
Hello! I am trying amimation morphing in OSG, and I found this example: http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osganimationmorph/osganimationmorph.cpp I have collada 3D models, and since this example is morphing between 2 osg models, I used the osgDB::w

[osg-users] Animation end callback

2010-11-04 Thread Michail Lanam
Does osgAnimation has some sort of AnimationEndCallback? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33450#33450 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscene

Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread Jason Daly
daniele argiolas wrote: yes, I've looked all examples. I need a bezier path animation with constant speed from first to last keyframe. Is it more clear? You might need to implement it yourself if OSG's spline interpolation doesn't provide a constant velocity. Here's a link I found on th

Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread daniele argiolas
yes, I've looked all examples. I need a bezier path animation with constant speed from first to last keyframe. Is it more clear? How? thanks robertosfield wrote: > Hi Daniele, > > Have you looked at the osganimation example? > > Robert. > > On Fri, Oct 22, 2010 at 12:03 PM, daniele argiol

Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread Robert Osfield
Hi Daniele, Have you looked at the osganimation example? Robert. On Fri, Oct 22, 2010 at 12:03 PM, daniele argiolas wrote: > I've a pratical case, can anybody help me?? > > I've 4 keyframes: > v[0] = osg::Vec3(0, 0, 0); > v[1] = osg::Vec3(20, 0, 0); > v[2] = osg::Vec3(40, 0, 0); > v[3] = osg::V

Re: [osg-users] Animation with Cubic Bezier path

2010-10-22 Thread daniele argiolas
I've a pratical case, can anybody help me?? I've 4 keyframes: v[0] = osg::Vec3(0, 0, 0); v[1] = osg::Vec3(20, 0, 0); v[2] = osg::Vec3(40, 0, 0); v[3] = osg::Vec3(60, 0, 0); in times 0,2,4,6 How to move along this keyframes with a constant speed from 0,0 to 60,0??? thanks -

Re: [osg-users] Animation with Cubic Bezier path

2010-10-20 Thread daniele argiolas
Thank you, but I know how bezier curves work. I don't understand why in my animation (and also in the standard example osganimationpath) I have not a costant speed. If I create a straight line with bezier I can have no control point (control point equal to main point). thanks daniele ---

Re: [osg-users] Animation with Cubic Bezier path

2010-10-20 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
to generate an animation path... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of daniele argiolas Sent: Tuesday, October 19, 2010 9:04 AM To: osg-users@lists.openscenegraph.org Subject: [osg-users] An

[osg-users] Animation with Cubic Bezier path

2010-10-19 Thread daniele argiolas
Hi, I tried to understand "osganimationmakepath" example. I can't understand how to make an animation if I would use simple points like these: v[0] = osg::Vec3(0, 0, 0); v[1] = osg::Vec3(20, 0, 0); v[2] = osg::Vec3(40, 0, 0); v[3] = osg::Vec3(60, 0, 0); I want an animation witho

Re: [osg-users] Animation Instancing/ Skinned Instancing with osg?

2010-01-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hello M.Moser (Markus? Martin?) On 2010-01-15 17:02, M. Moser wrote: > Hey Guys, (hey Jan) > > we are a team of students from the university of applied science Düsseldorf > (Germany), studying virtual reality. > > In our current project we have the

[osg-users] Animation Instancing / Skinned Instancing with osg?

2010-01-15 Thread M. Moser
Hey Guys, (hey Jan) we are a team of students from the university of applied science Düsseldorf (Germany), studying virtual reality. In our current project we have the need to display hunderd of animated models ... it's an ant-swarm simulation. We are using osgCal (cal3D) to import the animated m

Re: [osg-users] animation doc/tutorial

2009-06-07 Thread Cedric Pinson
Hi Rabbi, I know that a good documentation would be great but without that, the best way to learn are examples. If you have problems with the examples dont hesitate to ask on the mailing list you will have helps for sure. Cheers, Cedric On Sun, 2009-06-07 at 17:32 +, Rabbi Robinson wrote: >

Re: [osg-users] animation doc/tutorial

2009-06-07 Thread Rabbi Robinson
Hi, Thanks, I guess I will need to learn it the hard way. I would prefer that whoever implemented the animation would spell out most of the details of it, like a tutorials for the basic osg features. It's just sometimes frustrating to copy and paste the sample code without fully understand it a

Re: [osg-users] animation doc/tutorial

2009-06-07 Thread Cedric Pinson
Hi, The examples are the only documentation and tutorials. If you want to use bezier i recommand you to read the osganimationmakepath example, it uses bezier for path, then you can see how the keyframes are set. Cheers, Cedric On Sun, 2009-06-07 at 01:59 +, Rabbi Robinson wrote: > Hi, > I re

[osg-users] animation doc/tutorial

2009-06-06 Thread Rabbi Robinson
Hi, I recently started looking at the animation part of osg. I have read some examples and wonder if there is tutorial or formal documentation for it. For example, I would like to replace the linear interpolation in the example osganimationsolid with cubic bezier interpolation. It doesn't really

Re: [osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Cedric Pinson
I dont use collada everyday, but I could help with osgAnimation. Today to give an example i use the osg blender exporter, it export animation with osgAnimation and i am able to replay character animation in my program. The blender exporter to do that is located here http://hg.plopbyte.net/osgexpor

Re: [osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jason Daly wrote: > > I think Delta3D does this with Cal3D and ReplicantBody, but I'm not sure > exactly what their art path is. Cal3D and Replicant use Cal3D exporters for 3DS Max, Blender or Maya (not sure about that one). The animations are export

Re: [osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Jason Daly
Philip Lamb wrote: Hi all, I have a question about which plugins support files that include animations. I have experimented with the COLLADA plugin, but it appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation in .dae files doesn't carry through to the scene graph. Does anyone

[osg-users] Animation in COLLADA files supported?

2009-05-15 Thread Philip Lamb
Hi all, I have a question about which plugins support files that include animations. I have experimented with the COLLADA plugin, but it appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation in .dae files doesn't carry through to the scene graph. Does anyone have any suggestions

Re: [osg-users] Animation

2008-11-10 Thread Paul Speed
Robert Osfield wrote: H Paul, On Mon, Nov 10, 2008 at 5:54 PM, Paul Speed <[EMAIL PROTECTED]> wrote: From the peanut gallery (since I'm watching this with great interest)... If this new node kit is only going to handle skeleton-based animation then maybe osgAnimation is not the best name.

Re: [osg-users] Animation

2008-11-10 Thread Robert Osfield
H Paul, On Mon, Nov 10, 2008 at 5:54 PM, Paul Speed <[EMAIL PROTECTED]> wrote: > From the peanut gallery (since I'm watching this with great interest)... > > If this new node kit is only going to handle skeleton-based animation then > maybe osgAnimation is not the best name. That is nothing bette

Re: [osg-users] Animation

2008-11-10 Thread Paul Speed
From the peanut gallery (since I'm watching this with great interest)... If this new node kit is only going to handle skeleton-based animation then maybe osgAnimation is not the best name. -Paul Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Eric, Erik den Dekker wrote:

[osg-users] Animation (was: Re: NodeKit integration in OpenSceneGraph-2.x series)

2008-11-10 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Eric, Erik den Dekker wrote: > Jan, I followed your comments to Cedric and above with interest. You made > several important remarks to ensure that osgAnimation will properly support > character animation / skeletal animation. > > However, I wond

[osg-users] Animation crash

2008-03-24 Thread Christopher Back
I am trying to make an animation using the tank example from the NPS tutorial site as a template. I created a scene using OSGedit with the necessary individual nodes. The details in the .osg files are similar. The animation will load up but with key input to rotate the node the code freezes. I am s

Re: [osg-users] animation synchronisation

2008-03-03 Thread Jeremy Moles
There's this: http://animtk.plopbyte.net/ ...which I think more OSG people should take a look at; all of these examples use OSG, and it seems like it could be a decent enough NodeKit (though I'm no expert in the subject matter). It still needs some cleanup in the project directory, needs to be ma

Re: [osg-users] animation synchronisation

2008-03-03 Thread Benjamin Eikel
Brilliant! :-D Douglas Osfield wrote: > Once you have it, it's self documenting. One potential problem is > that language of documentation isn't always you're native one, or > worse still the future that its acquired the documentation from is in > your own native language has evolved beyond all

Re: [osg-users] animation synchronisation

2008-03-03 Thread Robert Osfield
On Mon, Mar 3, 2008 at 2:32 PM, Jason Beverage <[EMAIL PROTECTED]> wrote: > This documentation improbability drive sounds really useful, but we really > need better documentation on it;) Once you have it, it's self documenting. One potential problem is that language of documentation isn't always

Re: [osg-users] animation synchronisation

2008-03-03 Thread Jason Beverage
Hi Robert, This documentation improbability drive sounds really useful, but we really need better documentation on it;) Jason On Mon, Mar 3, 2008 at 4:15 AM, Robert Osfield <[EMAIL PROTECTED]> wrote: > On Sun, Mar 2, 2008 at 8:51 PM, <[EMAIL PROTECTED]> wrote: > > Hello! > > > > How can/shoul

Re: [osg-users] animation synchronisation

2008-03-03 Thread Robert Osfield
On Sun, Mar 2, 2008 at 8:51 PM, <[EMAIL PROTECTED]> wrote: > Hello! > > How can/should I synchronize the application flow-control to the end of > an animation (realized as osg::AnimationPath) ? > > Assume: we have a projectile that should be animated. > 1. we calculate the trajectory and setup

[osg-users] animation synchronisation

2008-03-02 Thread dkfm4
Hello! How can/should I synchronize the application flow-control to the end of an animation (realized as osg::AnimationPath) ? Assume: we have a projectile that should be animated. 1. we calculate the trajectory and setup the animation-path with some trajectory data. 2. then the animation-path w

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-31 Thread Abe Stephens
My code works without calling OpenThreads::Thread::Init() in r7330. I appreciate your attention. Abe Robert Osfield wrote: > Hi Abe, > > 've added a Thread::Init() call into > OpenThreads::SetProcessorAffinityOfCurrentThread(). This should > hopefully solve the crash without you need to resort t

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-31 Thread Robert Osfield
Hi Abe, 've added a Thread::Init() call into OpenThreads::SetProcessorAffinityOfCurrentThread(). This should hopefully solve the crash without you need to resort to adding a OpenThreads::Thread::Init() to your own application. Could you do check out the svn version of the OSG, and revert your ow

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-31 Thread Robert Osfield
Hi Abe, On 8/31/07, Abe Stephens <[EMAIL PROTECTED]> wrote: > I resolved this issue by calling OpenThreads::Thread::Init() during > program initialization (not sure why the glut example didn't need to do > this). My application is now successfully using > setUpViewerAsEmbeddedInWindow in combinati

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-30 Thread Abe Stephens
Here are the references which sent me on that track: http://www.3drealtimesimulation.com/osg/osg_faq_1.htm#f40 svn://hitlfs.canterbury.ac.nz/osgWrapper/examples/python/wx_viewer.pyw Abe On Aug 30, 2007, at 7:36 PM, Doug McCorkle wrote: [snip] Hi Abe, I don't know what might be up given y

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-30 Thread Doug McCorkle
>> [snip] >>> Hi Abe, >>> >>> I don't know what might be up given your code fragment. SceneView is >>> lower level that osgViewer::Viewer, so does require more care with >>> setup, and its less powerful >>> >>> Personally I wouldn't recommend using SceneView in your own code, >>> just >>> us

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-30 Thread Abe Stephens
I resolved this issue by calling OpenThreads::Thread::Init() during program initialization (not sure why the glut example didn't need to do this). My application is now successfully using setUpViewerAsEmbeddedInWindow in combination with wxpython using a rather modified version of Hartmut Seichter'

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-30 Thread Abe Stephens
Thanks, I appreciate the help. osgViewer::Viewer produces a segfault in libOpenThreads: #0 0xb5dc577d in OpenThreads::Thread::setProcessorAffinity (this=0x80d1d78, cpunum=0) at /local/abe/build-piglet/package/OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:505 #1 0xb

Re: [osg-users] animation in SceneView vs. Viewer??

2007-08-30 Thread Robert Osfield
Hi Abe, I don't know what might be up given your code fragment. SceneView is lower level that osgViewer::Viewer, so does require more care with setup, and its less powerful Personally I wouldn't recommend using SceneView in your own code, just use osgViewer::Viewer and its embedded mode if yo

[osg-users] animation in SceneView vs. Viewer??

2007-08-30 Thread Abe Stephens
Hi, I'm attempting to load an animated .osg scene exported from blender into an existing application with minimal fuss. The existing application has a basic glut front end and a more useful wxpython front end. I'm having trouble getting animation to work properly: In the glut application using osg